ACM Transactions on Computer-Human Interaction

Papers
(The TQCC of ACM Transactions on Computer-Human Interaction is 17. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-05-01 to 2025-05-01.)
ArticleCitations
Challenges and Opportunities for Multi-Device Management in Classrooms76
Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness72
Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design68
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task68
PLIERS67
Un/Making Data Imaginaries: The Data Epics66
The Partner Modelling Questionnaire: A validated self-report measure of perceptions toward machines as dialogue partners61
From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle57
A Design Framework for Ingestible Play56
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)54
RunMe: An adaptive sound system for running meditation52
Predictable Robots for Autistic Children—Variance in Robot Behaviour, Idiosyncrasies in Autistic Children’s Characteristics, and Child–Robot Engagement49
How Creative Practitioners Use Tools to Capture Ideas: A Cross-Domain Study46
Collaborating with Bots and Automation on OpenStreetMap46
Building Instructions You Can Feel: Edge-Changing Haptic Devices for Digitally Guided Construction45
Integrated Exertion—Understanding the Design of Human–Computer Integration in an Exertion Context44
Concurrent or Retrospective Thinking Aloud in Usability Tests: A Meta-Analytic Review44
Using Feedforward to Reveal Interaction Possibilities in Virtual Reality44
Whose Touch is This? : Understanding the Agency Trade-Off Between User-Driven Touch vs. Computer-Driven Touch44
Crafting Trajectories of Smart Phone Use at the Opera44
Linking Audience Physiology to Choreography43
Unmaking and HCI: Techniques, Technologies, Materials, and Philosophies beyond Making43
Investigating Usability and User Experience of Individually Verifiable Internet Voting Schemes42
CalMe: A Tangible Environment to Enhance Pupils Group Work Regulation40
Blockchain and Beyond: Understanding Blockchains Through Prototypes and Public Engagement38
CLERA: A Unified Model for Joint Cognitive Load and Eye Region Analysis in the Wild38
Algorithmic Subjectivities37
Reconceptualizing Technology for Chronic Disease Management Activities in the Family: Supporting Collective Routines36
A Design Vocabulary for Data Physicalization35
Sense of Agency and User Experience: Is There a Link?35
Protecting Privacy on Mobile Apps: A Principal–Agent Perspective35
The Development and (Mis)appropriation of a Digital Kit for Jewellers32
Experiences of user-centred design with agile development for clinically supported self-management of Long Covid32
Awareness, Intention, (In)Action: Individuals’ Reactions to Data Breaches31
Dissecting Optional Micro-Decisions in Online Transactions: Perceptions, Deceptions, and Errors31
Comparative Structured Observation28
“Protect Me Tomorrow”: Commitment Nudges to Remedy Compromised Passwords28
Me, My Health, and My Watch: How Children with ADHD Understand Smartwatch Health Data28
Visualizing Topics and Opinions Helps Students Interpret Large Collections of Peer Feedback for Creative Projects27
Towards a Unified and Efficient Command Selection Mechanism for Touch-Based Devices Using Soft Keyboard Hotkeys27
The AI Ghostwriter Effect: When Users do not Perceive Ownership of AI-Generated Text but Self-Declare as Authors27
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI27
Increasing User Trust in Optimisation through Feedback and Interaction26
Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback26
A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design25
Iterative Design and Prototyping of Computer Vision Mediated Remote Sighted Assistance25
Examining Voice Community Use24
Collaboration, not Confrontation: Understanding General Practitioners’ Attitudes Towards Natural Language and Text Automation in Clinical Practice24
Assessing Human-AI Interaction Early through Factorial Surveys: A Study on the Guidelines for Human-AI Interaction24
Predicting Rating Distributions of Website Aesthetics with Deep Learning for AI-Based Research23
Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research23
A Trade-off-centered Framework of Content Moderation22
Lessons Learnt from a Multimodal Learning Analytics Deployment In-the-Wild22
Post-growth Human–Computer Interaction22
Prototyping and Evaluation of Emotionally Resonant Vibrotactile Comfort Objects as a Calming Social Anxiety Intervention22
Effect of Context on Smartphone Users’ Typing Performance in the Wild21
“What's Your Name Again?”: How Race and Gender Dynamics Impact Codesign Processes and Output21
A Virtual Reality Scene Taxonomy: Identifying and Designing Accessible Scene-Viewing Techniques21
It's Good to Talk: A Comparison of Using Voice Versus Screen-Based Interactions for Agent-Assisted Tasks21
Prototyping with Uncertainties: Data, Algorithms, and Research through Design21
EcoSanté Lifestyle Intervention: Encourage Reflections on the Connections between Health and Environment21
Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTok21
Uncertainties as Generative Resources in Research through Design: Three Dynamics for Moving in a Design Space21
Between Rhetoric and Reality: Real-world Barriers to Uptake and Early Engagement in Digital Mental Health Interventions21
The Placebo Effect of Artificial Intelligence in Human–Computer Interaction20
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs19
FormA11y - A tool for remediating PDF forms for accessibility19
“We are Researchers, but we are also Humans”: Creating a Design Space for Managing Graduate Student Stress19
How Design Researchers Make Sense of Data Visualizations in Data-Driven Design: An Uncertainty-Aware Sensemaking Model19
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers18
A Unified Model for Haptic Experience18
A Decade of International Migration Research in HCI: Overview, Challenges, Ethics, Impact, and Future Directions18
Towards Individuated Reading Experiences: Different Fonts Increase Reading Speed for Different Individuals18
Unmaking Electronic Waste18
“They Didn’t Buy Their Smart TV to Watch Me with the Kids”: Comparing Nannies’ and Parents’ Privacy Threat Models for Smart Home Devices18
GAVIN17
Household Wattch: Exploring Opportunities for Surveillance and Consent through Families’ Household Energy Use Data17
Managing Tasks across the Work–Life Boundary: Opportunities, Challenges, and Directions17
Conversational Breakdown in a Customer Service Chatbot: Impact of Task Order and Criticality on User Trust and Emotion17
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